Turns out it’s way easier to take care of your immortals if you remove them from the game all by yourself
It also turns out that this fencer attack a while back really makes a huge difference now… This probably is game.
XCAFS23 round 7 part 2 P1T10
P1 [Finesse]/Feral/Present vs. P2 [Past]/Present/Future
Link to all relevant rule changes
StartingHand Workers
STARTING HAND
Hyperion (4/1)
Nimble Fencer (2/1)
Research & Development
Tricycloid (4/3)
Temporal Distortion
Hyperion (4/5)
Ready or Not
Immortal (5/5)
Star-Crossed Starlet (3/2)
Feral Strike
WORKERS
Fruit Ninja (2/2)
Spark
Helpful Turtle (1/2)
Older Brother (2/2)
Wither
Timely Messenger (1/1)
Brick Thief (2/1)
Bloom
Feral Strike
Immortal (5/5)
NextHand
Temporal Distortion
Maestro (3/5)
Temporal Distortion
Hyperion (4/5)
Research & Development
Tech 0 card(s)
Get Paid - ($13)
R&D draw 5 - ($11)
Starlet - ($9)
fencer - ($7)
TD fencer into Starlet - ($5)
Starlets sideline immortal
tenderfoot pings Max
Cal kills Max, maxband heals, you draw
Max breaks tech 2, base to 18
flagbearer & fencer deal 4 damage to tech 1
ready or not flagbearer - ($1)
flagbearer breaks tech 1, base to 16
worker - ($0)
rebuild tech 2
Float ($0)
Discard 5, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
- Max (3/4, lvl5)
- Cal (4/5, lvl5)
- Granfalloon Flagbearer (2/2)
- Nimble Fencer (2/3)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Present)
Tech Lab HP: 4 (Finesse)
Economy Info:
Cards:
- Hand: 5
- Deck: 11
- Disc: 0
Gold:
- Gold: 0
- Workers: 14
Thoughts
draw 6 out of 8 to draw ready or not, then he can’t do anything with tech 2 down and his biggies out of the game. if I draw my second Starlet as well it’s game over.
Post R&D: Drew both and kept the second R&D in the final three. This should be it!